
uniform vec4 U_AmbientLightColor;
uniform vec4 U_AmbientMaterial;
varying vec4 V_DiffuseColor;
varying vec4 V_SpecularColor;

void main()
{
	vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
	gl_FragColor = ambientColor + V_DiffuseColor + V_SpecularColor;
}